• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX question on using multiple textures in a model

Messages
92
Country
us-colorado
I've noticed that whenever I use multiple textures in an exported model, only one of them is showing in FSX. That must mean there's some sort of trick that I'm not aware of. Has anyone else seen this and know how to get around it? I found that if I separate objects with the different texture sources, I won't have the issue, but that doesn't work if one overall object has more than one texture associated with it (mine has 2). How do you use multiple textures on a scenery object in FSX using GMax?
Eric
 
I thought multi-materials were for applying 2 or more materials (textures) to a single object? What I'm referring to here is that I have 2 materials in the entire scene, composed of multiple parts, each with only 1 of the textures applied to it. In my case, only a flag had one texture on it, and the rest of the entire scene used another texture. I need to apply multi-materials to this as well? Is this an FSX only thing? I didn't have to do that for FS9.
Eric
 
Multi material is only for more materials on the same object. But having multiple objects each with one material requires nothing special, just add the right fsx material to them.

Send from my phone using Tapatalk, so excuse the short sentences and possible typos
 
There is a bug with the FSX material -- sometimes you'll get two materials with the same name, they'll show up properly in GMAX, but you'll only get one in FSX.
It helps to rename materials as you create them.
 
Yes, almost certainly this is a Duplicate material Name.

With regard to multimaterials, this is very useful for keeping your material editor under control (not just for multiple materials on a single object, its initial intended purpose)

Regardless of how many materials per object, if there are multiple materials for the "scene" then I use a multimaterial.

The effect is that you have a single multimaterial in your Material editor, with a single coherent collection of material settings. No clutter.

This keeps things organised, and makes it easier to source the exact materials you want for "re-use" in other scenes .. to ensure precisely identical material settings ;)

A MatID modifier makes it very quick to change MatIDs for part of, or an entire object.
 
Last edited:
This keeps things organised, and makes it easier to source the exact materials you want for "re-use" in other scenes .. to ensure precisely identical material settings ;)

A MatID modifier makes it very quick to change MatIDs for part of, or an entire object.
I think this is important since any changes in material it will generate another draw call.
If you look at the example in gamepack, they use mutimaterial as well. Not because that the model has multiple material but to keep things organized. When I need to reuse all this material, I import the object and delete it but the material is still there. Then I reuse with the new model.
For your question, yes, you have the same material name.
 
Thanks everyone. On my next scene, I'll use multi-materials. To me, it appears that FSX uses the last material applied, regardless if you used the first material 95% of the time in the entire scene. I'll have to look for that example (is it the oil rig one?).
Eric
 
Two Different Textures on One BGL

Hi Arno,

I have a somewhat similar question- I need a few planes converted to scenery files for a mission I'm making. I've already successfully converted one plane, with the help of Library Creator XML and Model Converter X, because of the fact that I only needed it to be a scenery file in ONE of its repaints (textures). After converting the plane to a bgl file and placing the file in my "addon scenery\scenery" folder, I applied its native texture to it by copying and pasting its native textures in to the "addon scenery\textures" folder. This worked perfectly. Next I had to convert a different model of a plane in TWO of its repaints (textures). Everything worked fine up to the point where I had to apply the textures. I had saved (or converted) each repaint of the plane into a separate bgl file, and place them both inside the "addon scenery\scenery" folder, where my mission editor (FSXME) could read them. Unfortunately, the planes only asked for only one bmp file as their texture (unlike the first), and it was the one that had the exact same name in both texture folders (inside its simobjects folder) but contained different repaints of the plane. :( I obviously couldn't keep them both in the same folder ("addon scenery\textures") because one would replace another but when I tried to apply the second one (positioned in another folder I created) it kept going back to the first one I applied, not matter what folder I placed the scenery or texture files in.

I finally got it to work when I put inside a separate folder inside "addon scenery" but unfortunately my mission editor (FSXME) doesn't read anything outside "addon scenery", so I couldn't find it on the list there.

Can you please help me with applying two textures to two bgl files in the same folder without taking any of them out of it??? :confused:

Thanks,
Jacob

please find a copy of the plane attached
 

Attachments

Last edited:
Jacob,

It sounds like quite a different problem ... because the OP was using the material editor in gMax.

Your question seems to be more of a modelconverterX question.

Might be best to post one of the source files .... mdl / dae that you are using?

It sounds like you need to alter the texture filename in the second plane before exporting it. This will make it a new unique object, and hence it needs a new GUID also.
 
Jacob,

It sounds like quite a different problem ... because the OP was using the material editor in gMax.

Your question seems to be more of a modelconverterX question.

Might be best to post one of the source files .... mdl / dae that you are using?

It sounds like you need to alter the texture filename in the second plane before exporting it. This will make it a new unique object, and hence it needs a new GUID also.

I actually tried making it have a new name and Guid, but when I put it into the "addon scenery\scenery" folder, it did the exact same thing. I attached the mdl file that I then converted to two seperate bgl files, but wasn't able to attach the textures (because of their format- bmp). My main problem is that the two texture files for it have the EXACT SAME NAME.
 

Attachments

Well, of course if they have the same name then they are really one texture, not two, as far as FS is concerned...
 
Finally Working!

Thanks for all your help guys! I just got it to work by renaming the second bgl model, giving it a new Guid, renaming the texture it used (in its separate folder), and clicking "match" in the mass texture editor. I can now transfer it to the "addon scenery\scenery" folder without having it change its texture back to the first one.

Thanks again,
Jacob :)
 
Back
Top